Loot & Events
Loot is what makes each match — the chests you place during map setup are filled from weighted loot tables, and in-match events keep the loot flowing.
Loot tables
Loot lives in loot.json in the data folder. There are two tiers:
- Normal (island) — the chests on each player's starting island.
- Middle — the richer chests in the center of the arena.
Each entry has an item id, a min/max quantity, and a weight. You can edit the tables by hand (then /aerowars reload) or from the admin panel: /aerowars admin → Loot, which lets you switch tier, add items (itemId [min] [max] [weight]), and remove them.
When Loot.FillOnStart is on, every chest is filled once at match start.
In-match events
Events refresh or upgrade loot partway through a match, driving players back toward the chests. Configure them under Loot.Events:
"Loot": {
"Events": {
"Enabled": true,
"Randomize": false,
"MinGapSeconds": 90,
"List": [
{ "Type": "loot_upgrade", "Time": 300, "Enabled": true },
{ "Type": "refill", "Time": 480, "Enabled": true },
{ "Type": "loot_upgrade", "Time": 660, "Enabled": true }
]
}
}Event types
| Type | Effect |
|---|---|
refill | Re-rolls the loot in every chest. |
loot_upgrade | Upgrades a growing share of the normal chests to roll the middle table, then refills. Each successive upgrade event promotes more of them. |
Fixed vs. randomized timing
- Fixed (
Randomize: false) — each event fires at itsTime(seconds since match start). - Randomized (
Randomize: true) — theTimevalues are ignored; enabled events fire at random moments in a random order, always at leastMinGapSecondsapart (and no earlier thanMinGapSecondsinto the match).
Set an individual event's "Enabled": false to keep it in the list but skip it.
Scoreboard countdown
The custom scoreboard shows a live countdown to the next event and its name, so players know when the next refill or upgrade is coming.